How to simply make an enemy character jump?

Any way I can get out of this? Make an AI controller for nothing just to set it?

pretty much. If you want to have any level of AI you either use the tools and processes provided by the engine or code your own. AI is owned by the server. Have you tried applying force/impulse on the server?

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No.

Wont work. For CMC to actually work you need to give the bot an AI controller. The default will work.

As a test case I used a timeline to lerp (set actor location) on Z, once it got there it just floated. Next I used the finished pin to set the movement mode to Falling, this allowed the bot to fall back down. Yet, Event on Landed doesn’t fire. Printing the Actor location shows it thinks it’s still at the jump apex point. Printing the movement mode shows it is still falling.

All of this was done server-side via Switch has Authority on Begin Play.

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The CMC is very picky. It seems it locks down if not using a controller. In the default class if I switched the parent class to just a generic AI controller I made it has tons of errors and breaks the blueprint basically.

I have actually tried using pawns before for the player controlled characters and made my own jumps using timelines and did have it looking decent at one point. I think it was a .35 second climb to the jump height and then bring it back down with another timeline. There was of course some things I had to do in the animation bp to get it to look right, but I thought it looked about as good as it does default honestly, and I was in total control of it. There was none of this movement locking I am seeing in this particular situation.

I just thought that was tacky in a way and would rather not have done it (the jump) like that.

Guess I should have stayed with pawns this time around though. I started this project in 4…stayed there awhile………..went to 5. And then went back to 4 last year.

Rev, I just don’t see the need and or reason to use AI controllers, blackboard, behavior tree, and NavMesh etc etc if you are just trying to make a simple 2D game like a Beat Em Up or a Side Scroller.

Thanks for checking into this, guess we both learned more about UE today.

The pawn classes…the movement components really, do a lot of things under the hood. Massive amounts of traces that handle states. In air, falling, what movement mode am I in, can I fall off the ledge here or should I stay, when do I apply gravity etc.

On top of all that CMC uses client-side prediction and server correction. It’s multiplayer ready.


You can easily tweak jump mechanics with CMC’s settings. My main character has a more natural base jump. Then there’s sprint jumps, hurdles and vaults etc. Some of which change CMC settings on the fly.

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